gamedev-skills/awesome-gamedev-agent-skills1 file

Unity Tilemap 2d

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Specification
Skill ID
gamedev-skills/awesome-gamedev-agent-skills/unity-tilemap-2d
Publisher
gamedev-skills
Repository
awesome-gamedev-agent-skills
Installs
0
Files
1
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

gamedev-skills/awesome-gamedev-agent-skills/unity-tilemap-2dInstalls these files
  • SKILL.md

What this skill tells the agent

Unity 2D Tilemap

Author and script tile-based 2D levels in Unity 6.3 LTS with the Grid/Tilemap system, the Tile Palette, colliders, and runtime painting. Targets Unity 6.3 LTS (6000.3).

Package note: the core Tilemap (Grid, Tilemap, Tile, TilemapCollider2D) is built in. Rule Tiles, Animated Tiles, and Tile Palette brushes live in the separate "2D Tilemap Extras" package (`com.unity.2d.tilemap.extras`) — install it via Package Manager before using RuleTile.

When to use

  • Use when laying out a 2D level by painting tiles, setting up a Grid + Tilemap, adding collision to the map, using auto-tiling Rule Tiles, or generating/editing tiles from script.
  • Use when scenes contain a Grid with Tilemap children, or *.asset tile/palette files.

When _not_ to use: level _design_ practice (pacing, blockout, layout principles) → level-design. 3D tile/grid placement → Unity's own 3D tooling (ProBuilder / grid brushes; no dedicated skill here). The platformer character that moves over the tiles → platformer / unity-physics.

Core workflow

  1. Create the grid: GameObject → 2D Object → Tilemap → Rectangular. This makes a Grid with a child Tilemap (+ TilemapRenderer). Use one Tilemap per layer (background, ground, foreground) and set each renderer's sorting.
  2. Open the Tile Palette (Window → 2D → Tile Palette), drag in a sliced sprite sheet to create Tile assets, then paint with the brush tools.
  3. Add collision to the solid layer: TilemapCollider2D. For one merged collider (far cheaper and gap-free), also add CompositeCollider2D (+ a Rigidbody2D set to Static) and enable _Used By Composite_ on the tilemap collider.
  4. Auto-tile with Rule Tiles (2D Tilemap Extras) so edges/corners pick the right sprite automatically instead of hand-placing every variant.
  5. Edit at runtime via script with cell coordinates (Vector3Int): SetTile, GetTile, SetTilesBlock, converting world↔cell with the Grid/Tilemap.
  6. Verify in Play mode: confirm collisions (Physics Debugger), sorting order, and that RefreshAllTiles ran after bulk edits.

Patterns

1. Painting tiles at runtime (cell coordinates)

using UnityEngine;
using UnityEngine.Tilemaps;

public class TilePainter : MonoBehaviour
{
    [SerializeField] private Tilemap tilemap;   // assign the target Tilemap
    [SerializeField] private TileBase groundTile;

    // World position -> cell, then place a tile.
    public void PaintAt(Vector3 worldPos)
    {
        Vector3Int cell = tilemap.WorldToCell(worldPos);
        tilemap.SetTile(cell, groundTile);
    }

    public bool IsSolid(Vector3 worldPos)
        => tilemap.GetTile(tilemap.WorldToCell(worldPos)) != null;
}

2. Bulk fill a region (faster than per-cell SetTile)

// SetTilesBlock writes a whole BoundsInt in one call — use it for procedural rooms/floors.
public void FillFloor(Tilemap map, TileBase tile, int width, int height)
{
    var bounds = new BoundsInt(0, 0, 0, width, height, 1);
    var tiles  = new TileBase[width * height];
    for (int i = 0; i < tiles.Length; i++) tiles[i] = tile;
    map.SetTilesBlock(bounds, tiles);
}

3. Clearing and refreshing

tilemap.SetTile(cell, null);   // null erases the tile at that cell
tilemap.RefreshTile(cell);     // re-evaluate just this cell's rule/animated neighbors (cheap)
// RefreshAllTiles() re-evaluates the ENTIRE map — reserve it for full regenerations, not per-edit.

Pitfalls

  • `RuleTile` type not found — it's not built in. Install the 2D Tilemap Extras package (com.unity.2d.tilemap.extras) via Package Manager.
  • A collider per tile tanks performance / leaves seams — add a CompositeCollider2D with a static Rigidbody2D and _Used By Composite_ to merge the whole layer into one smooth shape.
  • Confusing world and cell coordinates — SetTile/GetTile take a Vector3Int _cell_, not a world position. Always convert with WorldToCell / CellToWorld.
  • Tiles render behind/in front of sprites unexpectedly — set each TilemapRenderer's Sorting Layer and Order in Layer; multiple tilemaps need explicit ordering.
  • Rule/animated tiles don't update after script edits — refresh after writes, but prefer the targeted RefreshTile(cell) for a few edits; RefreshAllTiles() re-evaluates every tile on the map and stalls large levels. Reserve the full refresh for whole-map regenerations.
  • Painting onto the wrong layer — the active target Tilemap in the Tile Palette determines where paint lands; check the "Active Tilemap" dropdown.

References

  • Primary docs: Unity Manual "Tilemaps" (https://docs.unity3d.com/Manual/tilemaps/work-with-tilemaps/tilemap-reference.html), ScriptReference/Tilemaps.Tilemap, and the 2D Tilemap Extras package manual (https://docs.unity3d.com/Packages/com.unity.2d.tilemap.extras@1.6/manual/index.html) for Rule Tiles.

Related skills

  • level-design — engine-agnostic blockout, pacing, and tile layout practice.
  • procedural-gen — generating the tile data (noise, RNG, dungeons) you feed to SetTilesBlock.
  • platformer / roguelike — genres that compose this skill with movement and generation.

Use this skill in a project

Open any RiverX project, search the Skills panel for gamedev-skills/awesome-gamedev-agent-skills/unity-tilemap-2d, and install it in one click.

Use this skill